First of all, for the cease-fire time to be irrelevant (regarding timezones), the 11 point hard cap system should be changed. Instead, a simple tally of game wins should be kept on each planet for each faction (it could work for multiple factiosn fighting over the same planet, too). At the end of the game day, the faction that has the most wins gets nominal control of the planet.
As an addendum, I remember talk from the devs about various planets giving faction-wide bonuses (like cheaper prices for certain mechs they produce). These bonuses could require a certain percentage of ownership to take full effect (like 80%) and another percentage for a partial effect (like 60%). Anything below that second threshold means the planet is just under nominal control.
Second of all, regarding pre-match wait times and the dreadful idea of playign games against empty bases due to lack of defenders: ELIMINATE player choice of planet to fight on (most players don't really care anyway). Make it an unlockable perk when a certain rank is reached within the faction (something mid-to-high) and require a group of 4/8/12 players. This way, when a certai nmerc unit wants to fight on a speciffic planet, they can do so but only if at least one of them is in good standing with the faction.
Everyone else should be sent into a general faction queue that prioritises defense requirements (in chronological order of attack) and attacking planets that need a lance or two to fill the slots.
This way there would no longer be any unopposed base smashes and each and every game that is played would be a valid contribution to the war effort, no matter the timezone, and it wouldn't take forever to get a group going without checking forums and other out-of-game instances to see where one should fight.
Edited by eFTy, 15 December 2014 - 02:07 PM.